Feats are features that grant a character unique improvements. All classes select one feat at class levels 4, 8, and 12. Fighters select an additional feat at level 6; Rogues select an additional feat at level 10.
See D&D 5e feat changes for an overview of difference between feats in 5e D&D and Baldur's Gate 3.
When you are attacked with a melee attack while wielding a Finesse weapon you are proficient in, you can use a Reaction to increase your Armour Class by your proficiency bonus, possibly causing the attack to miss.
Your spells and attacks ignore resistance to a damage type of your choice. In addition, when you deal that type of damage with a spell, you cannot roll a 1.
When attacking with a Two-Handed or Versatile melee weapon (in both hands) that you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.
While wearing medium armour, the bonus to Armour Class you can gain from your Dexterity modifier also becomes +3 instead of +2. This AC bonus increase is not listed in-game, and can also be gained by taking the Medium Armour Master feat.
If the Shield spell is provided by this feat, then it uses spell slots like an ordinary spell without a once-per-long-rest restriction. This means that it cannot be used at all by a character with no spell slots.
If the Shield spell is provided by this feat, then it uses spell slots like an ordinary spell without a once-per-long-rest restriction. This means that it cannot be used at all by a character with no spell slots.
Learn two Manoeuvres from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a short or long rest.
When you wear medium armour, it doesn't impose Disadvantage on Stealth checks. The bonus to Armour Class you can gain from your Dexterity modifier also becomes +3 instead of +2.
The version of Find Familiar granted by this passive has a separate once per short rest cooldown not shared with the spellbook version. Knowing both versions of Find Familiar will allow a caster to summon multiple familiars per short rest, though they are still limited to one familiar active at a time.
When an enemy in melee range attacks an ally, you can use a Reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel feat.
These cantrips use the character's Spellcasting Ability. For example, if a Cleric chooses Eldritch Blast with this feat, they use their Wisdom modifier and not their Charisma modifier.
All available cantrips are Spell Attacks and use attack rolls.